I’ve come out of my ‘I dont’ post here’ hovel to ask:
What the actual F***k?
PLANETARY interaction products should not be available from MOON mining.
but logic never seems to go over well with the “Scarcity” team, as has been proven over the past two years…
I just want to get this straight: You guys decided to ‘decouple’ the cost of capitals from subcapitals… okay, I can get on with that; capitals were too cheap, and the only way (previously) to make them more expensive was to increase the price of frigs/cruisers/etc. so you added a new component to capitals that is derived from PI.
Okay, I’m with you so far. not a terrible idea. (Ignoring the fact that you aren’t the ones who came up with it, as there were players who suggested the idea long before it launched) but what do you chose? PI mats, and not only PI, but P1s.
These were never designed to be moved offworld; they were designed to be converted into P2s as their own “form” of compression, and it shows by the fact that they require a full, expanded freighter -just- to move that ONE component.
We all tell you you’re idiots, start to protest, and make so much noise that the gaming media takes notice. you’re publicly shamed, but you STILL can’t put two and two together to recognize that you’re wrong, so you double down, and make THIS change?
How about this: if you want capitals to be produced from things you mine from an R4 moon, WHY DON’T YOU CHANGE THE PI IN THE NEW CAPITAL BUILD REQUIREMENTS DIRECTLY TO R4 MATERIALS???
Pros:
- You keep the decoupling of capitals from T1 production
- You can control how much of this product exists and is available for mining.
- You don’t screw with the materials that are already supposed to be ‘unique’ to implant and upwell production
- You don’t create a brand new butterfly effect in a previously (mostly) untouched and unrelated part of industry
- Especially combined with compression, Capital building materials can actually be moved around the galaxy (or mined locally) to create more dynamic markets.
- It no longer takes SEVERAL JUMP FREIGHTERS to move the materials needed for capital construction
Cons:
- you slightly increase the price of T2 ships in the process?? (shouldn’t this be a pro?)
- You don’t get to continue telling everyone your farts don’t stink, and have to face the fact that some of your already implemented changes are horse dung?
- ???
Also: while I’m here and complaining, can we just take a moment to notice that ALSO “unmodified” (yeah, postponed, whatever) in the current iteration of this patch of nigh-unequaled smooth-brain showcasing, is a move from a WHOLE bunch of ore specific refining skills (good! one good thing in here!) to an equal number of overly complicated skills required to operate type specific compression modules? If you have the gray matter to actually RECOGNIZE the fact that an individual skill for each and every individual type of refining is, and always was a BAD plan, why in Bob’s name would you EVER ADD AN EQUAL NUMBER OF TEDIOUS, UNNECESSARY AND SPECIALIZED SKILLS in the exact same patch proposal?
Overcomplicating things IS NOT compelling gameplay.
Tedium IS NOT compelling gameplay.
BALANCE does NOT require tedium or overcomplication. Yes, time is a metric of balance. but the only “good” way to add ‘time’ to something NEEDS to include MORE FUN.
Repeat after me:
This is NOT a mobile game.
This is a SUBSCRIPTION game.
Our players ALREADY PAY for their ads to be removed, and their time to be meaningful.
We DO NOT need to waste our players time to get them to spend more money.